You’re definitely right, in general most of the more situational or seemingly undesirable skills become much more valuable the higher up in content you go. At the same time though, if damage output from enemies stays the same as it now then SE layer a bunch of powerful defensive buffs on top of what tanks already have, wouldn’t it still be a bit much? Like how healers have more healing oGCDs than they can ever use lol - even in Savage or above I don’t think healers frequently have to resort to GCD healing.
I guess a good compromise in my opinion would be to give tanks more dps skills but ones that are still geared towards ‘protecting the party’? How that would look is another matter lol, whether debuffs or like a counter shield or lifesteal or w/e. Basically giving tanks more interesting ways to deal damage and a bit more flavour / purpose to dealing damage that fits with the role.
And people wonder why the game's gets dumbed down. Fun > DPS. Please give me more support abities. I'll happily have less damage in exchange. Y'know, like in an RPG.Paladin got cucked in the DPS department the entire expansion and you want to give the devs another reason to do so, hard pass. We have enough jobs that can raise, maybe the new caster can have a raise, or maybe it will be another greedy caster, like BLM. But when RDM and SMN are punished for just possessing a raise, never mind if they also have to use it, no thanks.
The dps meta is too deeply embedded in the game design and community at this point. Improving and maximizing dps has become the only measurable standard of performance. Damage in this game generally comes in waves, if you can survive the first wave you can survive it every single time. As such there’s not much else to do besides kill the boss faster so that rather than healing through damage wave 11 you kill the boss before damage wave 10 goes off.
A long, long time ago (circa 2008), in an MMORPG far, far away, a tank by the name of Ciderhelm wrote a math textbook on the core mechanics of tanking in video games. There were four principles.
1. Position effectively in a way that benefits your team.
2. Don't lose aggro.
3. Don't die and wipe the raid.
4. Maximize damage output.
Nothing has changed. There is no 'dps meta', never has been. Damage is and always has been the parameter that tanks maximize. Positioning is a soft parameter that, while important, is difficult to measure. Everything else is just a constraint.
The person who stands in front of the dragon with the oversized sword/axe holds the boss' attention because they are dangerous and a credible threat. If this is your first time discovering this truth, then welcome to tanking.
I want more consistency in the levels skills are learned. It's insane that Sheltron is level 35 while Raw Intuition is 56 and HoS/TBN are 68/70.
Not going to happen but I would like to see all the other tanks catch up to warrior in terms of sustain and then turn the "healer" role into a "support" role instead. Just mesh healer and tank together basically. Warrior is already there and Paladin is pretty much there as well with clemency and such (warrior does it without losing any dps though which is crazy). I would then slim down all the healer ogcd into charges of 1 or 2 abilities and then give them a single target and AoE combo. Their new focus as support would be to increase the damage of everyone with party wide buffs and debuffs on enemies. The amount of times I have seen a healer die and I've throw nascent flash on my dps to keep them alive is just silly. Healers feel pretty shit to play atm honestly. With your 1 button dps and minimal healing checks it's just not a fun playstyle in most content.
as for a reasonable wishlist I only have 1 lol. Please give Dark Knight some sort of dungeon love. They are perfectly fine in raids and such but they feel awful in dungeons compared to something like Warrior. Give me a reason to jump on the edgy boy again.
Last edited by Brixy; 08-22-2023 at 01:47 AM.
Could be some level of Copium but I actually find DRK is more fun than WAR in dungeons, getting to position mobs for circles, line aoes, and then trying to get them in a way where Fray is maximizing his Shadowbringer and abyssal, while carefully cycling your mits for longevity. I don't hate it.
I enjoy it more than press bloodwhetting, press circle AOE. I agree that DRK needs more sustain but wouldn't overdo it, and I'd still rather see a tank sustain nerf across the board than trying to make all of them play like WAR.
Of course it's more enjoyable than warrior, because you actually have to do something more to survive than press a single button.Could be some level of Copium but I actually find DRK is more fun than WAR in dungeons, getting to position mobs for circles, line aoes, and then trying to get them in a way where Fray is maximizing his Shadowbringer and abyssal, while carefully cycling your mits for longevity. I don't hate it.
I enjoy it more than press bloodwhetting, press circle AOE. I agree that DRK needs more sustain but wouldn't overdo it, and I'd still rather see a tank sustain nerf across the board than trying to make all of them play like WAR.
It's the issue I had with warrior in general since probably Shadowbringers, no matter how busted it is numbers-wise it is just not an engaging job and at some point "hurrdurr Fell Cleave" just doesn't cut it anymore for gameplay.
Granted Dark Knight isn't in a much better spot as "Warrior, but carpal tunnel every 2 minutes" when it comes to it's rotation.
Last edited by Absurdity; 08-22-2023 at 01:55 AM.
Its insane that PLD 1, 2, 3 doesn't have a gap closer, doesn't have any sustain until a insanely high level, just feels awful to play.
It's like that for a lot of jobs, even EW combat is already bland enough but synching down feels awful for pretty much any job, you don't play as the "ARR, HW ECT." version of a job you're playing a watered down End walker job at that point because of how many things get removed for new abilities and space
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